Jump to content

Electric Jesus

Hall of Fame
  • Posts

    3,497
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by Electric Jesus

  1. I want to see a more sophisticated fire trap. Make it shoot fire out from the wall at ankle height so you can jump over it but zombies can't. Like the reverse of the fan trap which you can crawl under.
  2. @ Stop Mocking Me0 I just mean that it takes 100 souls to open the MPD. Ladies and gentlemen, please remember to kill your zombies well out of reach of any soul-consuming apparatus.
  3. I mean it's good to have some weapons that are better than others. If every weapon was great, it wouldn't be a gamble. That's the point of randomizing what you get. But having some that are purely horrible or almost useless is no fun. At least give us one specific reason why we should keep any given weapon.
  4. In Origins, you use souls to power various etherial objects. You kill zombies to release their souls. That means that there is an actual human soul trapped in each zombie. Imagine being trapped for centuries watching through the eyes of a monster as a beast that was formerly you brutally kills all of your loved ones. Even worse are the artefacts that literally consume souls and convert them to energy. Now you're forever trapped in a state of total nothingness, because according to group 935 your immortal soul is worth 1% of the amount of effort it takes to open a pyramid. That's why we have to keep killing. We have to set everyone free. I hope this renews your passion for blood.
  5. If it was a college map it would be impossible to distinguish between zombies and human survivors. Ramen + Alcohol = living dead. It would be cool to see a modern suburb. Imagine a more destroyed version of the 'Burbs from the MW2 campaign. You could access a residential street, and a shopping center with restaurants / shops. The map would be not huge, but large in terms of accessible area. You could go in over a dozen houses, and several stores / gas stations, with multiple floors each, accessible roofs, parking lots, back yards, etc. I want dat.
  6. 12 wins 0 losses baby.
  7. One thing that bothers me in zombies is that there are some weapons that are more or less useless. If you get a war machine you throw it back immediately. I don't like how some guns have next to no redeeming qualities. There should be at least one good reason why you should keep every gun. Now some weapon categories are thoroughly under represented because of this. Although they have some specific uses, nobody is ever begging for a launcher, shotgun, sniper, or pistol. How can we fix this? My idea on how to make these more desireable is to give them stopping power. I don't mean the perk, I mean literally the ability to slow down / stop a zombie in its tracks. Realistically a goddamn wall of buckshot should send a human body sprawling, but in zombies they just keep running. What if it did cause them to slow or falter? It would be mich more desireable as it protects you more if cornered, and allows you to keep a train / camping spot under control more easily, like a real riot policeman. Snipers could gain this benefit as well. They aren't very widely used, and the ability for a high calibur bullet to cause a zombie to stagger would make it legitimately useful, The same could apply to high-calibur handguns. Launchers and explosives, however, are a different story altogether. Currently they are an absolute abomination in zombies. I want you to think about something though. Have you ever seen someone in a movie get blasted 20 feet from an explosion and get up fine? probably the answer is yes. Well that is absolute bull, and here's why: In order for a shockwave to send you flying, it has to hit you with the same amount of force as a solid object sending you flying the same distance. So it's like all of your internal organs being hit by a bus. Zombies are apparently eating their goddamn wheaties, because they don't even flinch when they are effectively being hit by a force comparable to being struck by a moving vehicle. Make zombies at least fall over and I'll be happy. You might be able to get some legitimate use out of an RPG as a medic-style support weapon, buying time by spamming explosives and keeping zombies from gaining footing. This would only apply to a few select weapon categories listed above, as they are the ones that need the most of an advantage to reach the level of effectiveness of most SMGs / ARs.
  8. I would like to see ammo type variations included in the attachment cycle for Double-PaP. Some examples could be: Assault rifles could get Full metal jacket which gives more damage through penetration and increases the number of zombies through which a single bullet can travel. Shotguns could get Birdshot, which slightly decreases damage per pellet and increases spread, but doubles the number of pellets. Or slugs, which are self-explanatory. Dragon's breath could be an option on more than just the Olympia. Flechette or dart rounds could do something as well. SMGs could have tracers, which I guess would only be helpful in an atmospheric sense (improving visibility on a dark map rather than altering the gun's function) They could also have Hollowpoint (pistols too) which deal more damage but have no penetration. Also it should clearly indicate which one it gives you. Sometimes I can't even tell which attachment I have when Double-PaPing.
  9. I don't think that any weapon that has appeared in more than 1 game should return. There are exceptions of course, (who doesn't like the mp40?) but I think that there shouldn't be the galil, M16, or any already used BO1 wall guns in the nex game. Of course we could still bring back BOI or WaW guns, just different ones. We still haven't gotten our PPSH, and we could always use the AUG, HK, Crossbow, PM63, etc. But the galil, m14, olympia, m16, should all retire. I know they're good, but we can make it more diverse than that. So basically I DON'T want any BOI weapon that has already been in BOII to survive. It seems like some of you don't know the difference between what you want to survive and what you want to be in the next game. All of you posting original ideas that haven't been in the game yet are off topic.
  10. I'd like to see that incorporated alongside a series of reskins like nuketown 2025. Change the map's setting, loadout, and theme but keep layout the same. Again, it doesn't really matter what time period a weapon is from. They could easily replace the FN FAL With the OSW, but why bother? they effectively act the same. I'd rather they make the futuristic weapons be more outrageously futuristic, like the explosive flechette shotgun from the campaign, or that sort of thing. Bullet weapons are always going to fill a variety of roles (cqb, long range, etc) and there will always be a weapon to fill these roles regardless of what it is called / looks like. We should be more concerned about weapons that are either ancient or futuristic to the point of total uniqueness in terms of practicality and use.
  11. I understand their thought process putting the Jet gun in the game. The hassle of dealing with building it and cooling it down balance the fact that it has an effectively infinite number of potential kills. However even using it to kill required time and patience. This made the weapon overall not fun to build or use. They decided to tone down both of the sources of bother by eliminating the need to build it and making the cooldown better, and this brought us the paralyzer, which was frankly very overpowered. It was fun to use though which goes a long way. The main reason that hitting the box wins out over collecting Jet Gun parts is because if you already know all of the part locations, it feels a lot more like a boring series of chores than a treasure hunt. The staves on origins got it just right. The parts aren't necessarily random, but require skill to acquire. It makes it feel a lot more like you earn the weapon when you kill a panzer to get it, rather than by spending 10 minutes waiting for a bus. Also the upgrading procedure was good too, especially when you neex to get kills at the end to charge it up. The sliquifier was a good balanced weapon, but too easy to build. I think that spreading part locations over a great distance is just increasing the amount of TIME it takes to achieve something rather than the difficulty. I wish they would have made it difficult in an innovative way. The Acid Gat is the perfect middle ground between a buildable weapon and a box weapon: a buildable upgrade to a box weapon. This was great because the fact that you get the gun itself more easily outweighs the hassle of builing the kit. Plus it adds a load of versatility to what was already a great weapon alone. The Vitriolic withering wasn't spectacular in terms of practicality, but it sure was fun to have that and a Sweeper at the same time and just go ham. Ultimately I think buildables should be restricted to either buildable upgrades like the Acid kit, or buildable weapons where you have to fight for the parts instead of just search. Memorizing the location of parts makes it either too boring or too easy. This problem can apply to buildable upgrades, but just the ability to build an upgrade separate from PaP makes it a fun concept on its own.
  12. This begs the question: which wonder weapon would you want to see next? Personally I'd like to see them do a Raygun or Thundergun. Somewhat simple, but still visually pleasing. A paralyzer would be a damn nightmare.
  13. It always annoyed me that they didn't put a Trench Spike in origins. It could have replaced galva knuckles (which I don't think were even in that map at all.) It's basically a set of brass knuckles with a 9 inch steel spike poibting down towards the ground, and you stab downward through skulls / helmets with it.
  14. that feeling when you're cornered and the gods of luck drop you a power-up... CARPENTER!
  15. @Prince Lolz so would that work like the blundergat? cpuld you equip one after it is already upgraded? Pyroclast Mines This acts like a more powerful IMS. It takes up a secondary grenade slot but you only hold one. You plant it on the ground and it burrows in, like the Extinction drill. Once fully underground, any zombie that passes over it causes it to let out a massive volcanic eruption of fire, instantly toasting any zombies it hits. The eruption lasts 10 seconds and acts like a temporary deadly barrier. It does this a total of 5 times, with a 20 second cooldown. Good for tactically placing out of the way then running a train over it, or covering a choke point when reviving.
  16. I really like the idea of a subway system, but they could easily make the same mistake as on TranZit, by making a map mostly consisting of empty space. I would like it if the tunnels were completely inaccessible unless you are in the train itself. That way the train feels more like a transitional piece, yet still part of the map, rather than a compensatory tool for the map's largely inconvenient design. TranZit was by no means a bad map, but the bus system was a but tedious. A bullet train could fix that. Plus a subway system is such a simple yet workable idea. It's a common scene for horror movies, and offers opportunities for layout diversity like multiple levels, ticket checkpoints, escalators, etc. Also it's generally claustrophobic. As for accessing different cities, I think it's ridiculous that we've been through time and space in zombies, but haven't set foot in a goddamn city. Large clustered living areas are always hell in a virus outbreak, which is why they are usually dead more rapidly in zombie outbreak scenarios. I can imagine a bunch of abandoned cities at varied stages of panic. One is desserted, one had gridlock traffic, one is burned / looted, and one is a goddamn warzone. TL;DR love the idea. Please stick around.
  17. It would be cool to have a mix of potential attachments for old guns, which correspond to actual attachments from their respective multiplayer. For intance Black ops gun could get underbrrel flamethrower, but only 2025 weapons can get laser, etc.
  18. I like the current Double-PaP system, but I wish the attachments were more useful.Optics are useless in zombies. Underbarrel modifications, Full metal jacket, long barrel, those are some that actually improve effectiveness.
  19. I'd like a modern hospital map. Sure we had Verruckt but that hardly counts. I mean like a sterile white hospital with creepy lighting, multiple floors, manually accessable elevators, and lots of confusing hallways.
  20. The Hexa-cutioner This weapon is a large black and red Death Machine similar in appearance to the paralyzer, but without moving parts. Each of the 6 barrels has a long thin sword-like bayonette, so when you fire and the barrels are spinning, the swords completely chew through any zombies point-blank. Even when the weapon is empty, you can press the ADS button to spin the barrels and use it almost like a chainsaw. Pressing the left D-pad buttun causes the weapon to split into dual-wield submachine guns, with 3 barrels each. This allows you to kill twice as fast, but with restricted range and accuracy. They still allow you to use the bayonettes with the same damage per second as the full form. This dual-wield form would be advantageous for running and gunning, like trying to quickly chew through a train to revive a teammate, while the main form would be more for camping or tactically and efficiently eliminating a train. The Death Machine form has a 150 round magazine and the SMGs have 75 each. Upgraded it becomes the Deca-mator. It now has a 200 round magazine in its main form and 100 in each SMG. The bayonettes are now longer, and deal more damage. The barrels spin faster, and there are now 10 barrels (5 per SMG.)
  21. Yay time for the monthly repost! RhinoSerum (pronounced with the same emphasis as "rhinoceros") Grants you one boost per round which acts like the one from DOA. Causes you to zoom forward, allowing you to cut through an entire train if cornered. Like an upgraded Electric Cherry, except that it might allow for some easier across-map revives or access to secret areas.
  22. the onomatopoiea at the bottom seems significant now. The Five teleporters and the ones from Der Riese and Kino all have an electrical buzzing noise, while the Origins ones have more of a "shimmering" sound, which denotes ethereal energy rather than electricity. The image depicted in the Nacht screen is likely an early prototype of the Five teleporters, as it more closely resembles the Origins ones and has undergone less change and adaptation. The design and concept was likely directly inspired by the Origins gateways. The germans must have researched and altered the origins design to make it one-way, or they could have simply been unable to recreate it accurately with limited technology. However once the americans got their hands on it, they developed the one seen in the Nacht screen, which was later adapted into the ones seen on the map (which are only used for transportation over short distances and not time travel.) That's what I got out of it anyway. Might not have gotten all of the chronology correct.
  23. I love this thread Idea. Paris catacombs has come up before I think. Let's see... I'm a huge horror fan, and there are loads of creepypasta type characters that could fit as a boss creature. The Rake Eyeless Jack For something more historically grounded, maybe a map located in Pripyat? The whole place is basically a dead silent overgrown abandoned radiation stricken city. Mess with the history behind the reactor meltdown and bam, zombies map.
  24. Pinball Wizard This weapon is shaped like a large barcode scanner, except that the side has a pinball flipper and bumpers on it. They light up and flash neon colors. The gun itself is mostly black but with rainbow neon lights. It has a 3 round magazine and 45 reserve shots. Firing causes a silver pinball slightly larger than a baseball to shoot out. If it hits a zombie, it bounces off towards another, then another. It will bounce around 10 times before disappearing. Each time it hits a zombie it deals enough damage to OHK on round 15. Each impact creates a DING sound as though the zombies are pinball bumpers. it acts a bit like a hell's redeemer. A notable difference is that a single shot could potentially hit the same zombie twice (but not in a row) because it isn't a OHK forever. It should be noted that it can't hit the same zombie twice in a row. So if you shoot at a zombie alone, it will be wasteful of killing potential. It can only bounce from one zombie to another if they are within about 5 meters of each other. Firing all 3 shots at a train on round 20 (for example) would likely kill more than half of them. (30 impacts, 2 to kill = about 15 dead.) You reload by flipping the back of the gun open and dropping in new pinballs one by one. You can cancel mid reload like a shotgun and only reload 1 or 2. As you put each ball in, it lets out a "rising" sound effect (like an ooooooooOOOOOOO) until it is full and closed up. Upgraded it becomes Tilt and Flipper. It is now dual-wielded, and the previously rainbow neon colors are now all either red yellow or orange. Each shot bounces from zombie to zombie more rapidly, and can hit up to 15. It now has 5 round magazines and 75 reserve shots. Each impact can now one hit kill up to about 23. The range at which it can bounce from one zombie to another is extended to 7.5 meters.
  25. The Phantom Fists These are a pair of electronic gauntlets. They are black with a glowing horizontal aqua blue ring that stretches around the back of the hand across the palm. They take up a weapon slot. When you switch to them from your other weapon, you raise your fists. after about 2 second idle, the gloves project a pair of massive hologram fists that perfectly match the shape and movement of your character's real hands. the holograms are a light translucent aqua blue, with a more opaque lighter blue outline. they will flicker occasionally. They sit in the air about 1 foot in front of your actual hands, and extend out of your frame of view to the sides because of how large they are. Their function is pretty predictable. you can punch with your left and right triggers, and it causes the massive hologram hands to punch too. They punch more slowly than one inch punch, but can kill 5-10 zombies per punch just because of their size. You can punch by alternating hands at a rate of about one punch per 2.5 seconds. It can OHK on any round. They don't have a "magazine," but they do have a battery life. They have a max charge of 1000, and lose 2 charge every second you spend idle. additionally every punch you throw costs 30 charge. The best way to use it is to switch to the gauntlets, kill quickly, then switch back, as it doesn't lose battery life while idle unless it's currently being held. If the battery life runs out, the holograms flicker and go out. You can still punch with them while empty, but they only deal enough damage to OHK on round 20. Upgraded this becomes the PolterCuffs. The glowing stripes on the gloves are now red, and so are the hologram fists. You can now punch at a rate of about once per 1.5 seconds, and the fists can consistently kill 10+ zombies per punch, as they are significantly larger. The battery has an idle drain rate of 1 per second, and it only consumes 25 per punch. It is overall more efficient. Watching your teammate use this from 3rd person would be F&@$ing hilarious.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .